Search found 900 matches

by optic delusion
Sat Oct 27, 2018 9:27 pm
Forum: Screenshots & Artwork
Topic: Shiny Metal Tank Wallpaper
Replies: 11
Views: 4678

Re: Shiny Metal Tank Wallpaper

This goes reeeeeaaaaaaaaaly nice with Apple's new "dark mode" in Mojave.
by optic delusion
Tue Jul 24, 2018 1:05 am
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 14
Views: 5900

Re: Progressive Flag Mode

It's running now on port 4201 Passion Map. Still testing. Gotta turn on Open-FFA, and other changes.
by optic delusion
Tue Jul 10, 2018 1:07 am
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 14
Views: 5900

Re: Progressive Flag Mode

This is coming back, and it's going to work this time.
by optic delusion
Thu Jul 05, 2018 12:27 pm
Forum: General Discussion
Topic: Is BZFlag dying?
Replies: 5
Views: 456

Re: Is BZFlag dying?

Damn Godson, You are some kind of Nostradamus.
Did you figure that out all by yourself?
by optic delusion
Mon Jun 04, 2018 11:06 am
Forum: Screenshots & Artwork
Topic: Texture Packs
Replies: 5
Views: 1372

Re: Texture Packs

Spazzy made some bases in '08
base-chevron-green.png
base-chevron-green.png (110.74 KiB) Viewed 317 times
base-chevron-blue.png
base-chevron-blue.png (110.28 KiB) Viewed 317 times
base-chevron-purple.png
base-chevron-purple.png (110.89 KiB) Viewed 317 times
There's another set like this, which is the same, but different... but I have not been able to find it.
Looks like it was used in a Hi-X variant. Maybe someone has it.
red-base.jpg
(931.77 KiB) Not downloaded yet
by optic delusion
Sun Jun 03, 2018 2:47 pm
Forum: Plug-in Releases
Topic: UselessMine - Create Mines with the Useless Flag Once Again!
Replies: 20
Views: 8806

Re: UselessMine - Create Mines with the Useless Flag Once Again!

In the grenade plugin, we can make the size of the shockwave produced smaller than _shockOutRadius, (but not larger). This is done by ending the shock early. Also, the speed of the shock's enlargement can be controled.
Can this effect be applied to this plugin?
by optic delusion
Tue May 29, 2018 3:48 am
Forum: Screenshots & Artwork
Topic: Texture Packs
Replies: 5
Views: 1372

Re: Texture Packs

More than a little off topic, but here is something. http://images.planet-mofo.com/who/112707/
by optic delusion
Sun May 13, 2018 8:40 pm
Forum: Plug-in Releases
Topic: f5kicker 1.1
Replies: 11
Views: 2545

Re: f5kicker 1.1

There are some other things we do, but we don't talk much (in public) about exactly how we do cheat detection.
A couple weeks ago I found out I was using something new for over six months, and I didn't even know about it. They snuck it in on me.
by optic delusion
Sat Apr 07, 2018 5:22 pm
Forum: General Discussion
Topic: Well, well, well!
Replies: 10
Views: 859

Re: Well, well, well!

Good to see ya' BIYA, Yeah, more than a few of us are still here. Some things change, some stay the same. I'd say there's been a little bit of a resurgence, in the last eight months to a year. (a little). If I pay attention I see a lot of old timers showing up to poke around for a bit. Hope you stay...
by optic delusion
Mon Mar 26, 2018 11:23 pm
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 711

Re: Texturing to match object size

fixedscale 0 0 doesn't look right to me, try fixedscale 2 2

but i guess you've already found your solution with texsize
by optic delusion
Sun Mar 25, 2018 2:10 am
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 711

Re: Texturing to match object size

You can also do this with a "fixedscale" texture matrix.
If you do that, you should know that by default, textures repeat every 8 units.

Code that Trepan had prepared but never made it into official source had this material option.
texautoscale 8 8 # world view generated texcoord scales
by optic delusion
Wed Mar 21, 2018 12:00 am
Forum: Plug-in Development
Topic: Mofo Plug's
Replies: 9
Views: 679

Re: Mofo Plug's

Reverse Geno only makes sense if you also have the Apocalypse plugin, which will not be released. Parts of the Apocalypse plugin have been released, like CaptureBonus. PlayerDB was hackalicious. It used to crash once a week, but blast improved it by modding bzfs itself (I think). Thanks Blast. Blast...
by optic delusion
Tue Mar 20, 2018 12:43 pm
Forum: Help: Map Making
Topic: noradar
Replies: 6
Views: 346

Re: noradar

My invisible_noradar material This makes a box completely invisible, doesn't even cast a shadow, but it's still "there" for collision detection . May as well remove some other attributes while you're at it. I use this a lot. material name invisible_noradar color 0 0 0 0 noculling noradar noshadow no...
by optic delusion
Tue Mar 20, 2018 11:35 am
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 108
Views: 31150

genoRatio clarification

Yeah, the reverse geno flag is gone. I have been asked to clarify geno-ratios, the "bait" plugin. But I don't want to release the exact ratios, because players will game the system. # If a player has the number of minimum number of deaths AND their K/D ratio is # less than or equal to ratio specifie...
by optic delusion
Mon Mar 05, 2018 1:45 pm
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 108
Views: 31150

Re: Apocalypse In Action :: Planet MoFo

Some fun over the weekend. Since the introduction of the multiple-shot flags, we've had the problem of sometimes (fairly often) somebody else gets the points for your kill. This is caused by the extra shots (which are actually world weapons) over-writing the shot-ID-numbers of previous shots. The wa...
by optic delusion
Thu Mar 01, 2018 2:44 am
Forum: Players
Topic: Unexpected Disconnections by Servers and what to do if they happen.
Replies: 3
Views: 364

Re: Unexpected Disconnections by Servers and what to do if they happen.

You may have to wait up to three minutes after a callsign goes NR (non-responsive) until the server automatically kills the connection. The reason you went NR will almost always be on your end, or somewhere in the middle, and only rarely will the server be at fault. If it's the server's problem, usu...
by optic delusion
Tue Feb 13, 2018 2:44 am
Forum: Help: Map Making
Topic: Stay Out Areas for a certain team
Replies: 3
Views: 573

Re: Stay Out Areas for a certain team

The King of the Hill (KOTH) plugin also springs to mind. I am very skeptical that you will be able to get any world weapon to do team checks, but the only reason I say that is.... If it was possible someone would have already done it. But having said that... I can't remember anyone WANTING to do tha...
by optic delusion
Tue Feb 13, 2018 12:38 am
Forum: General Discussion
Topic: A pastebin for /savemsgs
Replies: 2
Views: 576

Re: A pastebin for /savemsgs

I like this, Thank You Allejo.
by optic delusion
Sun Jan 21, 2018 3:49 pm
Forum: Help: Map Making
Topic: How Does a Server Allocate Flags Without "zoneflag"?
Replies: 6
Views: 994

Re: How Does a Server Allocate Flags Without "zoneflag"?

It looks to me that the zone was a leftover that the mapper forgot to remove. It does not appear to do anything. It has no attribute. The Zone object Specifies a certain range in the world, and what attributes that range has. zone name example_zone position 0.0 0.0 0.0 size 1.0 1.0 1.0 rotation 0.0 ...
by optic delusion
Sun Jan 21, 2018 1:53 pm
Forum: General Map Making Discussions
Topic: Back at it
Replies: 1
Views: 417

Re: Back at it

Think small, default size or smaller, a big map is never going to make it with low player counts. If it's fun 2on2, then those four players will stick around long enough to attract more players. Keep the action fast, compressed. One trick is to zone all spawns so that none happen at the outer edges....
by optic delusion
Wed Nov 15, 2017 11:49 pm
Forum: General Map Making Discussions
Topic: Map concept
Replies: 4
Views: 578

Re: Map concept

What would work... They spawn in a zone with no options except to pass through an area where they cannot help but pick up a flag, then pass through a teleporter... And i'm pretty sure you can forbid the dropping of flags very effectively, but can't remember how that's done.
by optic delusion
Wed Nov 15, 2017 11:39 pm
Forum: General Map Making Discussions
Topic: Map concept
Replies: 4
Views: 578

Re: Map concept

We've tried many times to "zap" flags to players, and it's always the same. It starts out looking pretty good, but very soon there are packets lost and a player does not receive the flag. Then as soon as there are players running around without their assigned flag, the whole concept falls apart. At ...
by optic delusion
Sat Jun 03, 2017 12:53 am
Forum: Help: Map Making
Topic: Box Vs Mesh
Replies: 8
Views: 1371

Re: Box Vs Mesh

In experiments I did in 2009.... I had seven variations of starship enterprise models with face counts from 1,000 to 100,000. My mac's BZFlag frames-per-second dropped pretty significantly as the total number of mesh faces neared 30,000. I ran public servers with these models and almost all of the p...
by optic delusion
Mon Jan 30, 2017 12:33 am
Forum: Map releases
Topic: Rain'n Frogs map for BZFlag 2.0
Replies: 13
Views: 4164

Re: Rain'n Frogs map for BZFlag 2.0

Bumping a very old old thread, because this map is made of awesome and needs to be seen again.
It will be seen soon.
by optic delusion
Sun Jan 15, 2017 4:03 pm
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 108
Views: 31150

plugin prophet

Thanks to Allejo, plugin changes are now active. 1. Shot Limit Zones now display shot limit at flag pickup. (Still not perfect because i have shot limits on both zoned and unzoned AirStrike,AS flags.) 2. The much anticipated Anti-Bait is now baked into Apocalypse Team-Flag-Geno function!!! a. A high...